The Chinese Kung Fu Master! Showcase Video! Download Him Here! http://www.mediafire.com/file/iaual49j611cor7/Feilong.rar/filePlease Read Read Me Text! And Special Thanks To Varo_Hades!
Great! Reis version don't wont with the lifebars i'm currently using for sum reason. Thnx 4 the share! Any updates on Hayato? (Patiently Waiting on that one)
A great job with Fei long, I only find the power charge complicated in three buttons so I changed to only two but it was perfect.
Memo said, December 10, 2017, 01:50:46 amHis super jump is the same height as his normal jumpwell i thought super jump mainly is about jumping a much further distance and a lil faster than the normal jump. to me i think his jumps are fine.WatsonGrim69 said, December 10, 2017, 04:01:37 amGreat! Reis version don't wont with the lifebars i'm currently using for sum reason. Thnx 4 the share! Any updates on Hayato? (Patiently Waiting on that one)oh i dont know why that happening with rei own. and not as yet with the update. but soon don't worry. Rtrindade said, December 10, 2017, 05:36:18 amA great job with Fei long, I only find the power charge complicated in three buttons so I changed to only two but it was perfect.oh ok. i never seem to have a problem with powering up. but oh well glad your happy!
BahamianKing100 said, December 10, 2017, 06:22:31 amMemo said, December 10, 2017, 01:50:46 amHis super jump is the same height as his normal jumpwell i thought super jump mainly is about jumping a much further distance and a lil faster than the normal jump. to me i think his jumps are fine.http://iplaywinner.com/glossary/movement/super-jump.html
Speedpreacher said, December 10, 2017, 06:30:09 amBahamianKing100 said, December 10, 2017, 06:22:31 amMemo said, December 10, 2017, 01:50:46 amHis super jump is the same height as his normal jumpwell i thought super jump mainly is about jumping a much further distance and a lil faster than the normal jump. to me i think his jumps are fine.http://iplaywinner.com/glossary/movement/super-jump.htmlah ok i see! ill fix later on in future when i do other updates!
BahamianKing100 said, December 10, 2017, 06:22:31 amoh ok. i never seem to have a problem with powering up. but oh well glad your happy! For people who play on keyboards(like me), it can be quite of a burden to power charge with three buttons.
I really love the initiative.One more POTS style character to be converted.Every one's roster was waiting for it!Thanks a lot for sharing!I'll test, now!
Have to admit, that's quite a worthy attempt at Fei-Long. Have to admit, it even feels better than Rei's version, no offence. But he got problems, so here goes critics:-Why did you list moves in readme people restricted to do, like Rekkykyaku 1 and Rekkashingeki?-The situation with damage inputs for Supers feels insane. MAX versions of supers differ from Normal versions for just 20-30 Damage Points. As far as I know, a difference of damage between different types of super must be at least noticeable.-HK whiffs KFM then close.-Chokkarakusho's physics feels so wrong...-Suggestion: if you go along Flaming version of Final Kick for Ryu Yassai, then add THIS controller onto codes of kick, because the way you did it move doesn't look right at all.Code: [State 0, PlayerPush]type = PlayerPushtrigger1 = 1value = 0Believe me: THIS is what you want to strive for.-Also a suggestion: take away some time from Flame in the same kick. It just feels wrong then still flaming in still rising direction Fei-Long, in fact, is already landing.-And another one: I tried to unlock Rekkukyaku 1 for me and understood, why did you lock it. I was simply unable to do it because of Rekkukyaku 2. So, maybe you'll change a command for R2 for something like it was in SF4: "B, DB, D, DF, F, k". Works great for me, now I can use both versions of this move.-LK and MK Rekkukyaku 1, the second hit may not land on the enemy if he isn't cornered.-And yeah, 3 buttons for power charge, so people with the keyboard couldn't use power charge.-I'm not the master of Fei-Long, but as far as I know, if EX version of the move, which normally does knock down your enemy, isn't doing this, that meant it was done to give player a special kind of advantage. For example, on landing EX Rekkukyaku 2 could be comboable into Supers... Just an idea, who know, how actually this move works in original game.-BTW, about the same SF4 Rekkukyaku and video I already gave a link on... Why does Rekkukyaku 2 knock enemy down in the first place?So, yeah... That's all for now...
Good job, friend. I have some feedback:- Custom Combo deal too much damage (more than lv3 Super) when using high punch combine with Special move.- Light Shienkyaku can be cancelled into Super in the air.- Rekkashingeki deal too much damage.
Congrats on the release I can finally replace my snk fei-long. Just one question what are those stages, the one in the image and the one in the youtube video. they look awesome but I cant find them.
thatdude said, December 11, 2017, 03:58:28 amCongrats on the release I can finally replace my snk fei-long. Just one question what are those stages, the one in the image and the one in the youtube video. they look awesome but I cant find them.thats are the kof 94 hero stage
ok thanks everyone! as for the things wrong im fixing right now! so link will be updated soon! the power up button thing ill change back to normal from now on for future chars to. the damage on supers and moves ill look into again. ill fix damage for the third time for feilong. memo ill fix the super jump. and trololo ill fix the stuff you mention. other than that im still hope you all enjoy the character!
Yeah man glad you are changing power charge back to normal it should have never been that complicated to begin with. Also I hope you realized but if you assigned power charge b+y and the super QC/HC motion and b+y they won't interfere with each other.
I was talking about the new explod buffer system by JNP&&JMORPHMAN, it replaces mugens default cmdSystem, it fixes the bugs mugens cmd has and it feelsAlot smoother when inputting cmds.You can get it from JNP's updated KFM, its super easy toUnderstand and implement in the char.
Shadic12 said, December 11, 2017, 05:13:23 pmYeah man glad you are changing power charge back to normal it should have never been that complicated to begin with. Also I hope you realized but if you assigned power charge b+y and the super QC/HC motion and b+y they won't interfere with each other.ah ok cool. lol to be honest i never eve tested out. if i had known it dont interfere i wouldnt have changed it! but yea im sorry i just thought it was a cool idea.Memo said, December 11, 2017, 05:19:22 pmI was talking about the new explod buffer system by JNP&&JMORPHMAN, it replaces mugens default cmdSystem, it fixes the bugs mugens cmd has and it feelsAlot smoother when inputting cmds.You can get it from JNP's updated KFM, its super easy toUnderstand and implement in the char.ok ill see what we can do
BahamianKing100 said, December 09, 2017, 08:42:05 pm The Chinese Kung Fu Master! [youtube]https://www.youtube.com/watch?v=eLgbvkqeIyo[/youtube]Not trying to derail the topic but I meant these stages the one with the blue train and the gray training stage with the water effects in the youtube video, if they're private I understand.
Sorry to bother but is there a way to disable the EX/SUPER/HYPER cancel messages? Also this character is AWESOME and feels pretty smooth for me, lovin' the fire added. Side note - He kicks my ASS!! Why so hard?
Killerking75 said, December 17, 2017, 12:39:52 amSorry to bother but is there a way to disable the EX/SUPER/HYPER cancel messages? Also this character is AWESOME and feels pretty smooth for me, lovin' the fire added. Side note - He kicks my ASS!! Why so hard?yes i plan to remove them after doing some thinking. and its fei! kung fu master! ill just save those messages for my game personally. updating all the chars
so i put him in my mugen and wow this guy is super cheap and overpoweredhis Rekkaken needs work because it pretty much beats anything coming at him.I think the hit boxes are the problem, look at that priority they have.and whats up with this, why so many hitboxes?also high prioritythis ones just weird
ugh, hitboxes indeed needs work. Here's a reference.SF4:https://www.eventhubs.com/guides/2011/sep/30/fei-longs-hit-box-information-super-street-fighter-4-arcade-edition/http://forums.shoryuken.com/discussion/104929/fei-long-hitbox-dataSF2:https://doctorguile.github.io/ssf2st/old-chars/feilong/
Yea thanks! I notice that from lil while now. I plan to fix that for the next update! Thanks those are easy fixes!